diff options
Diffstat (limited to 'src/3rdparty/assimp/code/AssxmlExporter.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/AssxmlExporter.cpp | 648 |
1 files changed, 0 insertions, 648 deletions
diff --git a/src/3rdparty/assimp/code/AssxmlExporter.cpp b/src/3rdparty/assimp/code/AssxmlExporter.cpp deleted file mode 100644 index 90ed66701..000000000 --- a/src/3rdparty/assimp/code/AssxmlExporter.cpp +++ /dev/null @@ -1,648 +0,0 @@ -/* -Open Asset Import Library (assimp) ----------------------------------------------------------------------- - -Copyright (c) 2006-2017, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the -following conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - ----------------------------------------------------------------------- -*/ -/** @file AssxmlExporter.cpp - * ASSXML exporter main code - */ -#include <stdarg.h> -#include <assimp/version.h> -#include "ProcessHelper.h" -#include <assimp/IOStream.hpp> -#include <assimp/IOSystem.hpp> -#include <assimp/Exporter.hpp> - -#ifdef ASSIMP_BUILD_NO_OWN_ZLIB -# include <zlib.h> -#else -# include <contrib/zlib/zlib.h> -#endif - -#include <time.h> -#include <stdio.h> - -#ifndef ASSIMP_BUILD_NO_EXPORT -#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER - -using namespace Assimp; - -namespace Assimp { - -namespace AssxmlExport { - -// ----------------------------------------------------------------------------------- -static int ioprintf( IOStream * io, const char *format, ... ) { - using namespace std; - if ( nullptr == io ) { - return -1; - } - - static const int Size = 4096; - char sz[ Size ]; - ::memset( sz, '\0', Size ); - va_list va; - va_start( va, format ); - const unsigned int nSize = vsnprintf( sz, Size-1, format, va ); - ai_assert( nSize < Size ); - va_end( va ); - - io->Write( sz, sizeof(char), nSize ); - - return nSize; -} - -// ----------------------------------------------------------------------------------- -// Convert a name to standard XML format -static void ConvertName(aiString& out, const aiString& in) { - out.length = 0; - for (unsigned int i = 0; i < in.length; ++i) { - switch (in.data[i]) { - case '<': - out.Append("<");break; - case '>': - out.Append(">");break; - case '&': - out.Append("&");break; - case '\"': - out.Append(""");break; - case '\'': - out.Append("'");break; - default: - out.data[out.length++] = in.data[i]; - } - } - out.data[out.length] = 0; -} - -// ----------------------------------------------------------------------------------- -// Write a single node as text dump -static void WriteNode(const aiNode* node, IOStream * io, unsigned int depth) { - char prefix[512]; - for (unsigned int i = 0; i < depth;++i) - prefix[i] = '\t'; - prefix[depth] = '\0'; - - const aiMatrix4x4& m = node->mTransformation; - - aiString name; - ConvertName(name,node->mName); - ioprintf(io,"%s<Node name=\"%s\"> \n" - "%s\t<Matrix4> \n" - "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" - "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" - "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" - "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" - "%s\t</Matrix4> \n", - prefix,name.data,prefix, - prefix,m.a1,m.a2,m.a3,m.a4, - prefix,m.b1,m.b2,m.b3,m.b4, - prefix,m.c1,m.c2,m.c3,m.c4, - prefix,m.d1,m.d2,m.d3,m.d4,prefix); - - if (node->mNumMeshes) { - ioprintf(io, "%s\t<MeshRefs num=\"%i\">\n%s\t", - prefix,node->mNumMeshes,prefix); - - for (unsigned int i = 0; i < node->mNumMeshes;++i) { - ioprintf(io,"%i ",node->mMeshes[i]); - } - ioprintf(io,"\n%s\t</MeshRefs>\n",prefix); - } - - if (node->mNumChildren) { - ioprintf(io,"%s\t<NodeList num=\"%i\">\n", - prefix,node->mNumChildren); - - for (unsigned int i = 0; i < node->mNumChildren;++i) { - WriteNode(node->mChildren[i],io,depth+2); - } - ioprintf(io,"%s\t</NodeList>\n",prefix); - } - ioprintf(io,"%s</Node>\n",prefix); -} - - -// ----------------------------------------------------------------------------------- -// Some chuncks of text will need to be encoded for XML -// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377 -static std::string encodeXML(const std::string& data) { - std::string buffer; - buffer.reserve(data.size()); - for(size_t pos = 0; pos != data.size(); ++pos) { - switch(data[pos]) { - case '&': buffer.append("&"); break; - case '\"': buffer.append("""); break; - case '\'': buffer.append("'"); break; - case '<': buffer.append("<"); break; - case '>': buffer.append(">"); break; - default: buffer.append(&data[pos], 1); break; - } - } - return buffer; -} - -// ----------------------------------------------------------------------------------- -// Write a text model dump -static -void WriteDump(const aiScene* scene, IOStream* io, bool shortened) { - time_t tt = ::time( NULL ); - tm* p = ::gmtime( &tt ); - ai_assert( nullptr != p ); - - // write header - std::string header( - "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n" - "<ASSIMP format_id=\"1\">\n\n" - "<!-- XML Model dump produced by assimp dump\n" - " Library version: %i.%i.%i\n" - " %s\n" - "-->" - " \n\n" - "<Scene flags=\"%d\" postprocessing=\"%i\">\n" - ); - - const unsigned int majorVersion( aiGetVersionMajor() ); - const unsigned int minorVersion( aiGetVersionMinor() ); - const unsigned int rev( aiGetVersionRevision() ); - const char *curtime( asctime( p ) ); - ioprintf( io, header.c_str(), majorVersion, minorVersion, rev, curtime, scene->mFlags, 0 ); - - // write the node graph - WriteNode(scene->mRootNode, io, 0); - -#if 0 - // write cameras - for (unsigned int i = 0; i < scene->mNumCameras;++i) { - aiCamera* cam = scene->mCameras[i]; - ConvertName(name,cam->mName); - - // camera header - ioprintf(io,"\t<Camera parent=\"%s\">\n" - "\t\t<Vector3 name=\"up\" > %0 8f %0 8f %0 8f </Vector3>\n" - "\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n" - "\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n" - "\t\t<Float name=\"fov\" > %f </Float>\n" - "\t\t<Float name=\"aspect\" > %f </Float>\n" - "\t\t<Float name=\"near_clip\" > %f </Float>\n" - "\t\t<Float name=\"far_clip\" > %f </Float>\n" - "\t</Camera>\n", - name.data, - cam->mUp.x,cam->mUp.y,cam->mUp.z, - cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z, - cam->mPosition.x,cam->mPosition.y,cam->mPosition.z, - cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i); - } - - // write lights - for (unsigned int i = 0; i < scene->mNumLights;++i) { - aiLight* l = scene->mLights[i]; - ConvertName(name,l->mName); - - // light header - ioprintf(io,"\t<Light parent=\"%s\"> type=\"%s\"\n" - "\t\t<Vector3 name=\"diffuse\" > %0 8f %0 8f %0 8f </Vector3>\n" - "\t\t<Vector3 name=\"specular\" > %0 8f %0 8f %0 8f </Vector3>\n" - "\t\t<Vector3 name=\"ambient\" > %0 8f %0 8f %0 8f </Vector3>\n", - name.data, - (l->mType == aiLightSource_DIRECTIONAL ? "directional" : - (l->mType == aiLightSource_POINT ? "point" : "spot" )), - l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b, - l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b, - l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b); - - if (l->mType != aiLightSource_DIRECTIONAL) { - ioprintf(io, - "\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n" - "\t\t<Float name=\"atten_cst\" > %f </Float>\n" - "\t\t<Float name=\"atten_lin\" > %f </Float>\n" - "\t\t<Float name=\"atten_sqr\" > %f </Float>\n", - l->mPosition.x,l->mPosition.y,l->mPosition.z, - l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic); - } - - if (l->mType != aiLightSource_POINT) { - ioprintf(io, - "\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n", - l->mDirection.x,l->mDirection.y,l->mDirection.z); - } - - if (l->mType == aiLightSource_SPOT) { - ioprintf(io, - "\t\t<Float name=\"cone_out\" > %f </Float>\n" - "\t\t<Float name=\"cone_inn\" > %f </Float>\n", - l->mAngleOuterCone,l->mAngleInnerCone); - } - ioprintf(io,"\t</Light>\n"); - } -#endif - aiString name; - - // write textures - if (scene->mNumTextures) { - ioprintf(io,"<TextureList num=\"%i\">\n",scene->mNumTextures); - for (unsigned int i = 0; i < scene->mNumTextures;++i) { - aiTexture* tex = scene->mTextures[i]; - bool compressed = (tex->mHeight == 0); - - // mesh header - ioprintf(io,"\t<Texture width=\"%i\" height=\"%i\" compressed=\"%s\"> \n", - (compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight), - (compressed ? "true" : "false")); - - if (compressed) { - ioprintf(io,"\t\t<Data length=\"%i\"> \n",tex->mWidth); - - if (!shortened) { - for (unsigned int n = 0; n < tex->mWidth;++n) { - ioprintf(io,"\t\t\t%2x",reinterpret_cast<uint8_t*>(tex->pcData)[n]); - if (n && !(n % 50)) { - ioprintf(io,"\n"); - } - } - } - } - else if (!shortened){ - ioprintf(io,"\t\t<Data length=\"%i\"> \n",tex->mWidth*tex->mHeight*4); - - // const unsigned int width = (unsigned int)std::log10((double)std::max(tex->mHeight,tex->mWidth))+1; - for (unsigned int y = 0; y < tex->mHeight;++y) { - for (unsigned int x = 0; x < tex->mWidth;++x) { - aiTexel* tx = tex->pcData + y*tex->mWidth+x; - unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a; - ioprintf(io,"\t\t\t%2x %2x %2x %2x",r,g,b,a); - - // group by four for readability - if ( 0 == ( x + y*tex->mWidth ) % 4 ) { - ioprintf( io, "\n" ); - } - } - } - } - ioprintf(io,"\t\t</Data>\n\t</Texture>\n"); - } - ioprintf(io,"</TextureList>\n"); - } - - // write materials - if (scene->mNumMaterials) { - ioprintf(io,"<MaterialList num=\"%i\">\n",scene->mNumMaterials); - for (unsigned int i = 0; i< scene->mNumMaterials; ++i) { - const aiMaterial* mat = scene->mMaterials[i]; - - ioprintf(io,"\t<Material>\n"); - ioprintf(io,"\t\t<MatPropertyList num=\"%i\">\n",mat->mNumProperties); - for (unsigned int n = 0; n < mat->mNumProperties;++n) { - - const aiMaterialProperty* prop = mat->mProperties[n]; - const char* sz = ""; - if (prop->mType == aiPTI_Float) { - sz = "float"; - } - else if (prop->mType == aiPTI_Integer) { - sz = "integer"; - } - else if (prop->mType == aiPTI_String) { - sz = "string"; - } - else if (prop->mType == aiPTI_Buffer) { - sz = "binary_buffer"; - } - - ioprintf(io,"\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%i\"", - prop->mKey.data, sz, - ::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex); - - if (prop->mType == aiPTI_Float) { - ioprintf(io," size=\"%i\">\n\t\t\t\t", - static_cast<int>(prop->mDataLength/sizeof(float))); - - for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) { - ioprintf(io,"%f ",*((float*)(prop->mData+p*sizeof(float)))); - } - } - else if (prop->mType == aiPTI_Integer) { - ioprintf(io," size=\"%i\">\n\t\t\t\t", - static_cast<int>(prop->mDataLength/sizeof(int))); - - for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) { - ioprintf(io,"%i ",*((int*)(prop->mData+p*sizeof(int)))); - } - } - else if (prop->mType == aiPTI_Buffer) { - ioprintf(io," size=\"%i\">\n\t\t\t\t", - static_cast<int>(prop->mDataLength)); - - for (unsigned int p = 0; p < prop->mDataLength;++p) { - ioprintf(io,"%2x ",prop->mData[p]); - if (p && 0 == p%30) { - ioprintf(io,"\n\t\t\t\t"); - } - } - } - else if (prop->mType == aiPTI_String) { - ioprintf(io,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */); - } - ioprintf(io,"\n\t\t\t</MatProperty>\n"); - } - ioprintf(io,"\t\t</MatPropertyList>\n"); - ioprintf(io,"\t</Material>\n"); - } - ioprintf(io,"</MaterialList>\n"); - } - - // write animations - if (scene->mNumAnimations) { - ioprintf(io,"<AnimationList num=\"%i\">\n",scene->mNumAnimations); - for (unsigned int i = 0; i < scene->mNumAnimations;++i) { - aiAnimation* anim = scene->mAnimations[i]; - - // anim header - ConvertName(name,anim->mName); - ioprintf(io,"\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n", - name.data, anim->mDuration, anim->mTicksPerSecond); - - // write bone animation channels - if (anim->mNumChannels) { - ioprintf(io,"\t\t<NodeAnimList num=\"%i\">\n",anim->mNumChannels); - for (unsigned int n = 0; n < anim->mNumChannels;++n) { - aiNodeAnim* nd = anim->mChannels[n]; - - // node anim header - ConvertName(name,nd->mNodeName); - ioprintf(io,"\t\t\t<NodeAnim node=\"%s\">\n",name.data); - - if (!shortened) { - // write position keys - if (nd->mNumPositionKeys) { - ioprintf(io,"\t\t\t\t<PositionKeyList num=\"%i\">\n",nd->mNumPositionKeys); - for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) { - aiVectorKey* vc = nd->mPositionKeys+a; - ioprintf(io,"\t\t\t\t\t<PositionKey time=\"%e\">\n" - "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</PositionKey>\n", - vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z); - } - ioprintf(io,"\t\t\t\t</PositionKeyList>\n"); - } - - // write scaling keys - if (nd->mNumScalingKeys) { - ioprintf(io,"\t\t\t\t<ScalingKeyList num=\"%i\">\n",nd->mNumScalingKeys); - for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) { - aiVectorKey* vc = nd->mScalingKeys+a; - ioprintf(io,"\t\t\t\t\t<ScalingKey time=\"%e\">\n" - "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\n", - vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z); - } - ioprintf(io,"\t\t\t\t</ScalingKeyList>\n"); - } - - // write rotation keys - if (nd->mNumRotationKeys) { - ioprintf(io,"\t\t\t\t<RotationKeyList num=\"%i\">\n",nd->mNumRotationKeys); - for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) { - aiQuatKey* vc = nd->mRotationKeys+a; - ioprintf(io,"\t\t\t\t\t<RotationKey time=\"%e\">\n" - "\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t</RotationKey>\n", - vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w); - } - ioprintf(io,"\t\t\t\t</RotationKeyList>\n"); - } - } - ioprintf(io,"\t\t\t</NodeAnim>\n"); - } - ioprintf(io,"\t\t</NodeAnimList>\n"); - } - ioprintf(io,"\t</Animation>\n"); - } - ioprintf(io,"</AnimationList>\n"); - } - - // write meshes - if (scene->mNumMeshes) { - ioprintf(io,"<MeshList num=\"%i\">\n",scene->mNumMeshes); - for (unsigned int i = 0; i < scene->mNumMeshes;++i) { - aiMesh* mesh = scene->mMeshes[i]; - // const unsigned int width = (unsigned int)std::log10((double)mesh->mNumVertices)+1; - - // mesh header - ioprintf(io,"\t<Mesh types=\"%s %s %s %s\" material_index=\"%i\">\n", - (mesh->mPrimitiveTypes & aiPrimitiveType_POINT ? "points" : ""), - (mesh->mPrimitiveTypes & aiPrimitiveType_LINE ? "lines" : ""), - (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""), - (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON ? "polygons" : ""), - mesh->mMaterialIndex); - - // bones - if (mesh->mNumBones) { - ioprintf(io,"\t\t<BoneList num=\"%i\">\n",mesh->mNumBones); - - for (unsigned int n = 0; n < mesh->mNumBones;++n) { - aiBone* bone = mesh->mBones[n]; - - ConvertName(name,bone->mName); - // bone header - ioprintf(io,"\t\t\t<Bone name=\"%s\">\n" - "\t\t\t\t<Matrix4> \n" - "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" - "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" - "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" - "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" - "\t\t\t\t</Matrix4> \n", - name.data, - bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4, - bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4, - bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4, - bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4); - - if (!shortened && bone->mNumWeights) { - ioprintf(io,"\t\t\t\t<WeightList num=\"%i\">\n",bone->mNumWeights); - - // bone weights - for (unsigned int a = 0; a < bone->mNumWeights;++a) { - aiVertexWeight* wght = bone->mWeights+a; - - ioprintf(io,"\t\t\t\t\t<Weight index=\"%i\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n", - wght->mVertexId,wght->mWeight); - } - ioprintf(io,"\t\t\t\t</WeightList>\n"); - } - ioprintf(io,"\t\t\t</Bone>\n"); - } - ioprintf(io,"\t\t</BoneList>\n"); - } - - // faces - if (!shortened && mesh->mNumFaces) { - ioprintf(io,"\t\t<FaceList num=\"%i\">\n",mesh->mNumFaces); - for (unsigned int n = 0; n < mesh->mNumFaces; ++n) { - aiFace& f = mesh->mFaces[n]; - ioprintf(io,"\t\t\t<Face num=\"%i\">\n" - "\t\t\t\t",f.mNumIndices); - - for (unsigned int j = 0; j < f.mNumIndices;++j) - ioprintf(io,"%i ",f.mIndices[j]); - - ioprintf(io,"\n\t\t\t</Face>\n"); - } - ioprintf(io,"\t\t</FaceList>\n"); - } - - // vertex positions - if (mesh->HasPositions()) { - ioprintf(io,"\t\t<Positions num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mVertices[n].x, - mesh->mVertices[n].y, - mesh->mVertices[n].z); - } - } - ioprintf(io,"\t\t</Positions>\n"); - } - - // vertex normals - if (mesh->HasNormals()) { - ioprintf(io,"\t\t<Normals num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mNormals[n].x, - mesh->mNormals[n].y, - mesh->mNormals[n].z); - } - } - else { - } - ioprintf(io,"\t\t</Normals>\n"); - } - - // vertex tangents and bitangents - if (mesh->HasTangentsAndBitangents()) { - ioprintf(io,"\t\t<Tangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mTangents[n].x, - mesh->mTangents[n].y, - mesh->mTangents[n].z); - } - } - ioprintf(io,"\t\t</Tangents>\n"); - - ioprintf(io,"\t\t<Bitangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mBitangents[n].x, - mesh->mBitangents[n].y, - mesh->mBitangents[n].z); - } - } - ioprintf(io,"\t\t</Bitangents>\n"); - } - - // texture coordinates - for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) { - if (!mesh->mTextureCoords[a]) - break; - - ioprintf(io,"\t\t<TextureCoords num=\"%i\" set=\"%i\" num_components=\"%i\"> \n",mesh->mNumVertices, - a,mesh->mNumUVComponents[a]); - - if (!shortened) { - if (mesh->mNumUVComponents[a] == 3) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mTextureCoords[a][n].x, - mesh->mTextureCoords[a][n].y, - mesh->mTextureCoords[a][n].z); - } - } - else { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f\n", - mesh->mTextureCoords[a][n].x, - mesh->mTextureCoords[a][n].y); - } - } - } - ioprintf(io,"\t\t</TextureCoords>\n"); - } - - // vertex colors - for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) { - if (!mesh->mColors[a]) - break; - ioprintf(io,"\t\t<Colors num=\"%i\" set=\"%i\" num_components=\"4\"> \n",mesh->mNumVertices,a); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f %0 8f %0 8f\n", - mesh->mColors[a][n].r, - mesh->mColors[a][n].g, - mesh->mColors[a][n].b, - mesh->mColors[a][n].a); - } - } - ioprintf(io,"\t\t</Colors>\n"); - } - ioprintf(io,"\t</Mesh>\n"); - } - ioprintf(io,"</MeshList>\n"); - } - ioprintf(io,"</Scene>\n</ASSIMP>"); -} - -} // end of namespace AssxmlExport - -void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) -{ - IOStream * out = pIOSystem->Open( pFile, "wt" ); - if (!out) return; - - bool shortened = false; - AssxmlExport::WriteDump( pScene, out, shortened ); - - pIOSystem->Close( out ); -} - -} // end of namespace Assimp - -#endif // ASSIMP_BUILD_NO_ASSXML_EXPORTER -#endif // ASSIMP_BUILD_NO_EXPORT |